Total War: WARHAMMER III

Total War: WARHAMMER III

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True World - IE Start Position Changes (2025 Update)
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6 Oct, 2022 @ 10:17am
3 Jul @ 10:24pm
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True World - IE Start Position Changes (2025 Update)

Description
HUGE thanks to Porkenstein for working to fix some of the issues with the original version of this mod, such as some of the camera start positions. He has many other startpos mods which I use and recommend using alongside this one, as well as modular versions of this mod (if you only want *some* of these changes but not all), so check out his collection here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3009052162

DESCRIPTION: This mod tweaks the starting positions in Immortal Empires to be, in my opinion, more balanced and loreful. Certain lore oddities like no Daemons in the entire Southern Wastes, and gameplay imbalances such as Malus taking over the entire Northern Wastes, the upper Southlands being a bit too crowded, and Empire/Kislev being too chaotic inspired me to make this mod. My goal was to make the starting world a little bit more lore accurate, while still maintaining game balance and a diversity of races in each region. I tried to follow CA’s formula and made sure each faction has a weak nearby enemy to fight an intro battle with and then swiftly expand. This is a tweak, not an overhaul – most factions' starting positions are fine and were left untouched. You can see the full list of changes below. These locations may not be final, I have plans to expand along with CA as they add in new parts of the map and factions, so stay tuned and let me know if you have any suggestions or run into any problems!

COMPATIBILITY: This mod is script based, so unlike many other starting position mods which change startpos directly, it coexists with other mods, even many that change startpos files like Immortal Landmarks! However, any mods that do similiar things (moving/adding lords, changing settlements, etc.) may lead to a messy starting position or conflicts if both mods are moving the same things around or in the same regions, as this was balanced with Vanilla in mind. I have noticed, for example, that Mixu's Unlocker can cause minor unwanted effects, such as Mannfred, Malus, and Balthazar not being moved.

KNOWN ISSUES:
• Victory conditions have not been changed, making some difficult to achieve! Recommend using a Victory Condition Overhaul mod of choice
• Intro descriptions still describe old starting location
• Old starting position is still shown in the faction select screen


LIST OF CHANGES:
• Skarbrand has been moved to Daemon's Gate in the South Chaos Wastes where he is on a collision course with Oxyotl and staged to invade Lustria. This frees up the Badlands for more loreful factions to take control, as well as to give a much needed Daemonic presence in the South Chaos Wastes
• Malus has been moved closer to Naggaroth to strike out into the Chaos Wastes, to give Chaos more room to take control of the Chaos Wastes proper.
• Daniel has been slightly moved to Black Fortress, Malus’ old start and a more central location
• Azazel and Sigvald have been roughly swapped, given Sigvald is Norscan and Azazel Daemonic. Azazel starts in the Silvered Tower of Sorcerers taking on Slaanesh's nemesis Khorne, and Sigvald starts in Varg territory in Norsca (also gives Kislev more room to breath)
• Wulfrik has moved south to Skaeling territory, to give him some more room from Belakor and Sigvald and to better raid the Empire
• Mannfred has moved to Nagashizzar in search of artifacts belonging to the Necromancer (also lets him survive longer and makes Southlands less congested)
• Kugath and Epidemius have roughly been switched, sending the Tallyman to the side quest in the Dragon Isles and the Plaguefather himself to take control of the chaotic northern wastes
• Drycha, displaced by the Wood Elves, has moved to command the similarly malevolent spirits of the Jungles of Cathay, which gives some more lord density and diversity there and also gives Kislev and the Empire some more breathing room
• Nakai has moved slightly northeast to Mount Li to accommodate this change
• Skrag has been moved to Yhetee peak in the northern Mountains of Mourn, to be closer to his god the Great Maw and to help ensure the Ogres prosper in their home Mountain range
• Greasus starts in Greasus' Greathall, the Overtyrant's rightful seat of power
• Maneater has been moved to Skrag's old start position in the Border Princes, befitting his lore as a mercenary captain in the Southern Realms
• Taurox has been moved to Khuresh, to take control of the beastmen known to inhabit these parts, and invade Cathay from the south
• Alith Anar has been pushed south by Dark Elves to the Twisted Glade, so the great citadel Karond Kar may start in the hands of its rightful Druchii owners
• Cylostra has been pushed south to Arnheim to make room for this change
• Zhao Ming starts in his rightful seat of power, Shang-Yang
• The Changeling was moved out of the crowded Empire and to Cathay, according to rumors of Tzeentch cults in the area
• Balthazar Gelt has returned to the Empire, tasked by Karl Franz to retake the fallen city of Mordheim, and guard the eastern Empire against vampiric and chaotic threats.
• Grom has returned to the Southern Badlands, closer to his home and allowing for him to take his loreful WAAGH path to Ulthuan. Also allows for a greater Greenskins presence in their home of the Badlands after Wurrzag moved away, and give some space for Bretonnia to actually rule their homeland rather than falling to the green menace.

RECOMMENDATIONS: Here are a few start position mods from Herald that I personally use along side this mod (also check out his other start pos mods as they do a great job and offer alternatives to my mod):
-Herald's Morghur in Bretonnia:https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3370297466
-Herald's Mother Ostankya in Kislev https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3286496315
-Herald's Yuan Bo in Cathay https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3349739659

CREDIT to Meuhoua’s mod Changer of Ways - Revamped Starting Situations ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2862453489&searchtext=changer+of+ways ), from which I used as a basis to teach myself lua scripting. If you like the idea of my mod but don’t agree with all of my decisions, check out this one! It is similar but has a different take on the starting position than mine.
241 Comments
Zooasaurus 19 Jul @ 2:55am 
@Swissbob has that weird issue been fixed?
Hyragon 27 Jun @ 7:29pm 
Yes I have Mixu's, I guess that must be it. My bad for not testing this mod without it, thanks though, still love what this mod does to keep regions distinct!
Swissbob  [author] 27 Jun @ 4:31pm 
@Hyragon Do you have Mixu's Unlocker? I've recently discovered this weird issue when playing with it (Balthazar and Malus also seem to be effected, but no other playable lords I've noticed)
Hyragon 26 Jun @ 10:15am 
Maybe its an SFO issue, but I seem to find Mannfred gets Nagashizzar but his army is still in Ka Sabar
Herald of the End Times 24 Jun @ 12:34am 
I find Ghorst overwhelms the ogres
SteelBlood 23 Jun @ 11:38pm 
Makes sense, thanks for the response :)
Swissbob  [author] 23 Jun @ 8:17pm 
@gongoozler I haven't tried that mod myself, but I don't think ti should. I personally play with a different mod that moves Yuan Bo back to Cathay that works just fine.

@SteelBlood Good suggestions, I may move Khatep at least, although will probably wait until the next round of DLC is released before the next pass of changes
gongoozler 21 Jun @ 11:38pm 
Will it conflict with YuanBo's To the West mod?
SteelBlood 18 Jun @ 1:52pm 
Also Khatep, who's lore specifically states he stayed near the borders of TK in exile, helping defend them. Honestly his start posistion is one of the worst decisions. There's a number of other locations that work much better for him lorewise, and as good or better gameplay wise. Could switch him with the Skaven near Ekrund (which is around where the TK owned at their height of power), put him near the Chaos Dwarfs to the east, or south near Kroq-Gar, Wurrzag, and Teclis. His in game default climates work best North or East, being orange in the south.
SteelBlood 18 Jun @ 1:40pm 
Thank you very much for this mod, it makes many lords feel so much better, gameplay and lorewise. There are 2 however I feel are overlooked if you would consider them: Ghorst, who's placement makes no sense lorewise, could be swapped with the greenskins in the Forest of Gloom (near Akendorf), makes a lot more sense for him to be representing Mannfred's interest near the empire while Mannfred is away, and it always seems like Vlad gets wiped out. Another option is Gristle Valley, next to the WE. His climate works in both areas.